Merge viewer-dev-materials
commit
d8d889802b
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@ -805,7 +805,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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//an error occured, print log
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LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL;
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dumpObjectLog(ret);
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#if LL_WINDOWS
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std::stringstream ostr;
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//dump shader source for debugging
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@ -823,8 +822,20 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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}
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LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
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#endif // LL_WINDOWS
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#else
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std::string str;
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for (GLuint i = 0; i < count; i++) {
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str.append(text[i]);
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if (i % 128 == 0)
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{
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LL_WARNS("ShaderLoading") << str << llendl;
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str = "";
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}
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}
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#endif
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ret = 0;
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}
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}
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@ -25,6 +25,10 @@
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#extension GL_ARB_texture_rectangle : enable
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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@ -33,7 +37,13 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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#if INDEX_MODE != INDEXED
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uniform sampler2D diffuseMap;
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#endif
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#if INDEX_MODE == INDEXED
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vec4 diffuseLookup(vec2 texcoord);
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#endif
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uniform vec2 screen_res;
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@ -45,11 +55,16 @@ VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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uniform mat4 inv_proj;
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uniform vec4 light_position[8];
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@ -57,13 +72,19 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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uniform sampler2D bumpMap;
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uniform samplerCube environmentMap;
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uniform mat3 env_mat;
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uniform vec4 specular_color;
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uniform float shadow_offset;
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.7);
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return vec3(a,a,a);
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return vec3(a,a,a);
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}
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vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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@ -103,14 +124,29 @@ void main()
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vec4 pos = vec4(vary_position, 1.0);
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#if INDEX_MODE == INDEXED
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vec4 diff= diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec3 normal = vary_norm;
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normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
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normal = vec3(dot(normal.xyz, vary_rotation[0]),
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dot(normal.xyz, vary_rotation[1]),
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dot(normal.xyz, vary_rotation[2]));
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vec3 n = vary_norm;
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vec3 l = light_position[0].xyz;
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vec3 dlight = calcDirectionalLight(n, l);
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vec3 dlight = calcDirectionalLight(normal, l);
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dlight = dlight * vary_directional.rgb * vary_pointlight_col;
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vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
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vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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@ -23,16 +23,32 @@
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* $/LicenseInfo$
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*/
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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#if INDEX_MODE == INDEXED
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void passTextureIndex();
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#endif
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec2 texcoord1;
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ATTRIBUTE vec2 texcoord2;
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#if HAS_SKIN
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mat4 getObjectSkinnedTransform();
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#elif IS_AVATAR_SKIN
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mat4 getSkinnedTransform();
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#endif
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@ -50,10 +66,16 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -102,24 +124,69 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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void main()
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{
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vec4 pos;
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vec3 norm;
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//transform vertex
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#if HAS_SKIN
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mat4 trans = getObjectSkinnedTransform();
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trans = modelview_matrix * trans;
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pos = trans * vec4(position.xyz, 1.0);
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norm = position.xyz + normal.xyz;
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norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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#elif IS_AVATAR_SKIN
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mat4 trans = getSkinnedTransform();
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vec4 pos_in = vec4(position.xyz, 1.0);
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pos.x = dot(trans[0], pos_in);
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pos.y = dot(trans[1], pos_in);
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pos.z = dot(trans[2], pos_in);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, normal);
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norm.y = dot(trans[1].xyz, normal);
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norm.z = dot(trans[2].xyz, normal);
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norm = normalize(norm);
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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#else
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norm = normalize(normal_matrix * normal);
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vec4 vert = vec4(position.xyz, 1.0);
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passTextureIndex();
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vec4 pos = (modelview_matrix * vert);
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pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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#endif
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vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
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vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
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#if INDEX_MODE == INDEXED
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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#else
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vary_texcoord0 = texcoord0;
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#endif
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vec3 norm = normalize(normal_matrix * normal);
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vary_norm = norm;
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float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
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vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
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vec3 n = norm;
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vec3 b = normalize(normal_matrix * binormal);
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vec3 t = cross(b, n);
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vary_rotation[0] = vec3(t.x, b.x, n.x);
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vary_rotation[1] = vec3(t.y, b.y, n.y);
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vary_rotation[2] = vec3(t.z, b.z, n.z);
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calcAtmospherics(pos.xyz);
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//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
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vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
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vary_pointlight_col = diffuse_color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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@ -129,12 +196,17 @@ void main()
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vary_directional.rgb = atmosAffectDirectionalLight(1);
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col.rgb = col.rgb*diffuse_color.rgb;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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vertex_color = col;
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#endif
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#if HAS_SKIN
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vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
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#elif IS_AVATAR_SKIN
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vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
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#else
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pos = modelview_projection_matrix * vert;
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vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
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#endif
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}
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@ -47,6 +47,7 @@ VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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@ -112,6 +113,7 @@ void main()
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norm.y = dot(trans[1].xyz, normal);
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norm.z = dot(trans[2].xyz, normal);
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norm = normalize(norm);
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vary_norm = norm;
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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@ -25,23 +25,26 @@
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#extension GL_ARB_texture_rectangle : enable
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DRect depthMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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#if INDEX_MODE != INDEXED
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uniform sampler2D diffuseMap;
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#endif
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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@ -53,8 +56,19 @@ VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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uniform mat4 inv_proj;
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@ -64,6 +78,12 @@ uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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uniform sampler2D bumpMap;
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uniform samplerCube environmentMap;
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uniform mat3 env_mat;
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uniform vec4 specular_color;
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vec3 calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = pow(max(dot(n,l),0.0), 0.7);
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@ -189,13 +209,32 @@ void main()
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{
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shadow = 1.0;
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}
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vec3 n = vary_norm;
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#if INDEX_MODE == INDEXED
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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#endif
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vec3 normal = vary_norm;
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normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
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normal = vec3(dot(normal.xyz, vary_rotation[0]),
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dot(normal.xyz, vary_rotation[1]),
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dot(normal.xyz, vary_rotation[2]));
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vec3 l = light_position[0].xyz;
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vec3 dlight = calcDirectionalLight(n, l);
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vec3 dlight = calcDirectionalLight(normal, l);
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dlight = dlight * vary_directional.rgb * vary_pointlight_col;
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vec4 diff = diffuseLookup(vary_texcoord0.xy);
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vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);
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vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -115,7 +115,8 @@ void main()
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n.xyz = normalize(n.xyz-pos.xyz);
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vec3 norm = n.xyz;
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vary_norm = norm;
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float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
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vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
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@ -23,16 +23,33 @@
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* $/LicenseInfo$
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*/
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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#if INDEX_MODE == INDEXED
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void passTextureIndex();
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#endif
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec4 diffuse_color;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec3 binormal;
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ATTRIBUTE vec2 texcoord1;
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ATTRIBUTE vec2 texcoord2;
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#if HAS_SKIN
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mat4 getObjectSkinnedTransform();
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#elif IS_AVATAR_SKIN
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mat4 getSkinnedTransform();
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#endif
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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@ -50,10 +67,16 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec2 vary_texcoord1;
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VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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uniform float near_clip;
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uniform float shadow_offset;
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@ -102,19 +125,62 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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void main()
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{
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//transform vertex
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vec4 vert = vec4(position.xyz, 1.0);
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passTextureIndex();
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vec4 pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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vec4 pos;
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vec3 norm;
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//transform vertex
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#if HAS_SKIN
|
||||
mat4 trans = getObjectSkinnedTransform();
|
||||
trans = modelview_matrix * trans;
|
||||
|
||||
pos = trans * vec4(position.xyz, 1.0);
|
||||
|
||||
norm = position.xyz + normal.xyz;
|
||||
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
|
||||
vec4 frag_pos = projection_matrix * pos;
|
||||
gl_Position = frag_pos;
|
||||
#elif IS_AVATAR_SKIN
|
||||
mat4 trans = getSkinnedTransform();
|
||||
vec4 pos_in = vec4(position.xyz, 1.0);
|
||||
pos.x = dot(trans[0], pos_in);
|
||||
pos.y = dot(trans[1], pos_in);
|
||||
pos.z = dot(trans[2], pos_in);
|
||||
pos.w = 1.0;
|
||||
|
||||
norm.x = dot(trans[0].xyz, normal);
|
||||
norm.y = dot(trans[1].xyz, normal);
|
||||
norm.z = dot(trans[2].xyz, normal);
|
||||
norm = normalize(norm);
|
||||
|
||||
vec4 frag_pos = projection_matrix * pos;
|
||||
gl_Position = frag_pos;
|
||||
#else
|
||||
norm = normalize(normal_matrix * normal);
|
||||
vec4 vert = vec4(position.xyz, 1.0);
|
||||
pos = (modelview_matrix * vert);
|
||||
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
|
||||
#endif
|
||||
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
|
||||
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
|
||||
#if INDEX_MODE == INDEXED
|
||||
passTextureIndex();
|
||||
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
|
||||
|
||||
vec3 norm = normalize(normal_matrix * normal);
|
||||
#else
|
||||
vary_texcoord0 = texcoord0;
|
||||
#endif
|
||||
|
||||
vary_norm = norm;
|
||||
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
|
||||
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
|
||||
|
||||
|
||||
vec3 n = norm;
|
||||
vec3 b = normalize(normal_matrix * binormal);
|
||||
vec3 t = cross(b, n);
|
||||
|
||||
vary_rotation[0] = vec3(t.x, b.x, n.x);
|
||||
vary_rotation[1] = vec3(t.y, b.y, n.y);
|
||||
vary_rotation[2] = vec3(t.z, b.z, n.z);
|
||||
|
||||
calcAtmospherics(pos.xyz);
|
||||
|
||||
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
|
||||
|
|
@ -132,11 +198,16 @@ void main()
|
|||
|
||||
col.rgb = col.rgb*diffuse_color.rgb;
|
||||
|
||||
#if INDEX_MODE != NON_INDEXED_NO_COLOR
|
||||
vertex_color = col;
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#if HAS_SKIN
|
||||
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
|
||||
#elif IS_AVATAR_SKIN
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
#else
|
||||
pos = modelview_projection_matrix * vert;
|
||||
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
|
|
|||
|
|
@ -330,7 +330,7 @@ void LLDrawPoolAlpha::render(S32 pass)
|
|||
|
||||
if (mVertexShaderLevel > 0)
|
||||
{
|
||||
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX);
|
||||
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -440,7 +440,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
}
|
||||
|
||||
LLRenderPass::applyModelMatrix(params);
|
||||
|
||||
|
||||
if (params.mFullbright)
|
||||
{
|
||||
|
|
@ -451,20 +450,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
if (use_shaders)
|
||||
{
|
||||
target_shader = fullbright_shader;
|
||||
if (target_shader)
|
||||
{
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
if (params.mFace->getViewerObject()->isHUDAttachment())
|
||||
{
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
|
||||
} else {
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2);
|
||||
}
|
||||
} else {
|
||||
target_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -501,6 +486,51 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
|
|||
LLGLSLShader::bindNoShader();
|
||||
current_shader = NULL;
|
||||
}
|
||||
|
||||
if (params.mMaterial.notNull() && current_shader == simple_shader)
|
||||
{
|
||||
// I apologize in advance for not giving this its own shader.
|
||||
// We have a material. Supply the appropriate data here.
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
|
||||
|
||||
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
|
||||
|
||||
if (params.mNormalMap)
|
||||
{
|
||||
params.mNormalMap->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, params.mNormalMap);
|
||||
} else {
|
||||
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
|
||||
}
|
||||
|
||||
if (params.mSpecularMap)
|
||||
{
|
||||
params.mSpecularMap->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, params.mSpecularMap);
|
||||
} else {
|
||||
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
|
||||
}
|
||||
}
|
||||
} else if (current_shader == simple_shader)
|
||||
{
|
||||
// No material. Propegate with default parameters.
|
||||
if (LLPipeline::sRenderDeferred)
|
||||
{
|
||||
current_shader->uniform4f(LLShaderMgr::SPECULAR_COLOR, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
current_shader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, 0.0f);
|
||||
|
||||
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep);
|
||||
|
||||
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(params.mVSize);
|
||||
current_shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep);
|
||||
}
|
||||
}
|
||||
|
||||
if (params.mGroup)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -120,7 +120,7 @@ public:
|
|||
F32 mDistance;
|
||||
U32 mDrawMode;
|
||||
|
||||
LLMaterial* mMaterial; // If this is null, the following parameters are unused.
|
||||
LLMaterialPtr mMaterial; // If this is null, the following parameters are unused.
|
||||
LLPointer<LLViewerTexture> mSpecularMap;
|
||||
const LLMatrix4* mSpecularMapMatrix;
|
||||
LLPointer<LLViewerTexture> mNormalMap;
|
||||
|
|
|
|||
|
|
@ -175,6 +175,9 @@ LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
|
|||
LLGLSLShader gDeferredSkinnedDiffuseProgram;
|
||||
LLGLSLShader gDeferredSkinnedBumpProgram;
|
||||
LLGLSLShader gDeferredSkinnedAlphaProgram;
|
||||
#if LL_DARWIN
|
||||
LLGLSLShader gDeferredSkinnedAlphaProgramMac;
|
||||
#endif
|
||||
LLGLSLShader gDeferredBumpProgram;
|
||||
LLGLSLShader gDeferredTerrainProgram;
|
||||
LLGLSLShader gDeferredTreeProgram;
|
||||
|
|
@ -276,6 +279,9 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
|
|||
mShaderList.push_back(&gDeferredSoftenProgram);
|
||||
mShaderList.push_back(&gDeferredAlphaProgram);
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
|
||||
#if LL_DARWIN
|
||||
mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac);
|
||||
#endif
|
||||
mShaderList.push_back(&gDeferredFullbrightProgram);
|
||||
mShaderList.push_back(&gDeferredEmissiveProgram);
|
||||
mShaderList.push_back(&gDeferredAvatarEyesProgram);
|
||||
|
|
@ -1082,6 +1088,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedDiffuseProgram.unload();
|
||||
gDeferredSkinnedBumpProgram.unload();
|
||||
gDeferredSkinnedAlphaProgram.unload();
|
||||
#if LL_DARWIN
|
||||
gDeferredSkinnedAlphaProgramMac.unload();
|
||||
#endif
|
||||
gDeferredBumpProgram.unload();
|
||||
gDeferredImpostorProgram.unload();
|
||||
gDeferredTerrainProgram.unload();
|
||||
|
|
@ -1209,9 +1218,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
|
|||
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
|
||||
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
|
||||
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
|
||||
gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
|
||||
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
|
||||
|
||||
// Hack to include uniforms for lighting without linking in lighting file
|
||||
|
|
|
|||
|
|
@ -70,6 +70,7 @@ LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sMissingAssetImagep =
|
|||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sWhiteImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sDefaultImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sSmokeImagep = NULL;
|
||||
LLPointer<LLViewerFetchedTexture> LLViewerFetchedTexture::sFlatNormalImagep = NULL;
|
||||
LLViewerMediaTexture::media_map_t LLViewerMediaTexture::sMediaMap ;
|
||||
LLTexturePipelineTester* LLViewerTextureManager::sTesterp = NULL ;
|
||||
const std::string sTesterName("TextureTester");
|
||||
|
|
@ -394,6 +395,7 @@ void LLViewerTextureManager::cleanup()
|
|||
LLViewerFetchedTexture::sSmokeImagep = NULL;
|
||||
LLViewerFetchedTexture::sMissingAssetImagep = NULL;
|
||||
LLViewerFetchedTexture::sWhiteImagep = NULL;
|
||||
LLViewerFetchedTexture::sFlatNormalImagep = NULL;
|
||||
|
||||
LLViewerMediaTexture::cleanUpClass() ;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -596,6 +596,7 @@ public:
|
|||
static LLPointer<LLViewerFetchedTexture> sWhiteImagep; // Texture to show NOTHING (whiteness)
|
||||
static LLPointer<LLViewerFetchedTexture> sDefaultImagep; // "Default" texture for error cases, the only case of fetched texture which is generated in local.
|
||||
static LLPointer<LLViewerFetchedTexture> sSmokeImagep; // Old "Default" translucent texture
|
||||
static LLPointer<LLViewerFetchedTexture> sFlatNormalImagep; // Flat normal map denoting no bumpiness on a surface
|
||||
};
|
||||
|
||||
//
|
||||
|
|
|
|||
|
|
@ -119,6 +119,9 @@ void LLViewerTextureList::doPreloadImages()
|
|||
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
|
||||
LLUIImageList* image_list = LLUIImageList::getInstance();
|
||||
|
||||
// Set the default flat normal map
|
||||
LLViewerFetchedTexture::sFlatNormalImagep = LLViewerTextureManager::getFetchedTextureFromFile("flatnormal.tga", MIPMAP_NO, LLViewerFetchedTexture::BOOST_BUMP);
|
||||
|
||||
image_list->initFromFile();
|
||||
|
||||
// turn off clamping and bilinear filtering for uv picking images
|
||||
|
|
|
|||
|
|
@ -65,7 +65,9 @@ void LLVOPartGroup::initClass()
|
|||
//static
|
||||
void LLVOPartGroup::restoreGL()
|
||||
{
|
||||
sVB = new LLVertexBuffer(VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
|
||||
|
||||
//TODO: optimize out binormal mask here. Specular and normal coords as well.
|
||||
sVB = new LLVertexBuffer(VERTEX_DATA_MASK | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, GL_STREAM_DRAW_ARB);
|
||||
U32 count = LL_MAX_PARTICLE_COUNT;
|
||||
sVB->allocateBuffer(count*4, count*6, true);
|
||||
|
||||
|
|
|
|||
|
|
@ -4020,7 +4020,11 @@ static LLFastTimer::DeclareTimer FTM_REGISTER_FACE("Register Face");
|
|||
void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, U32 type)
|
||||
{
|
||||
LLFastTimer t(FTM_REGISTER_FACE);
|
||||
|
||||
if (type == LLRenderPass::PASS_ALPHA && facep->getTextureEntry()->getMaterialParams().notNull() && !facep->getVertexBuffer()->hasDataType(LLVertexBuffer::TYPE_BINORMAL))
|
||||
{
|
||||
LL_WARNS("RenderMaterials") << "Oh no! No binormals for this alpha blended face!" << LL_ENDL;
|
||||
}
|
||||
|
||||
if (facep->getViewerObject()->isSelected() && LLSelectMgr::getInstance()->mHideSelectedObjects)
|
||||
{
|
||||
return;
|
||||
|
|
@ -4767,7 +4771,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
|
|||
{
|
||||
bump_mask = bump_mask | LLVertexBuffer::MAP_BINORMAL;
|
||||
simple_mask = simple_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
alpha_mask = alpha_mask | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_BINORMAL | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2;
|
||||
fullbright_mask = fullbright_mask | LLVertexBuffer::MAP_TEXTURE_INDEX;
|
||||
}
|
||||
|
||||
|
|
|
|||
Binary file not shown.
|
After Width: | Height: | Size: 92 B |
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Reference in New Issue